US12597199B2ActiveUtilityA1

Storage medium, information processing system, information processing apparatus, and game processing method

79
Assignee: NINTENDO CO LTDPriority: Jun 27, 2024Filed: Jun 30, 2025Granted: Apr 7, 2026
Est. expiryJun 27, 2044(~18 yrs left)· nominal 20-yr term from priority
A63F 13/58A63F 13/577G06T 11/10G06T 17/00G06T 17/20G06T 19/00G06T 19/20A63F 13/52G06T 15/04A63F 13/822G06T 2210/21G06T 15/08G06T 11/001
79
PatentIndex Score
0
Cited by
18
References
30
Claims

Abstract

An example of an information processing system generates a display mesh based on voxel data. The information processing system generates a voxel update range in a virtual space, based on game processing, and updates at least one of a density and a material ID, in the voxel data, for each of voxels corresponding to the voxel update range. The information processing system updates the display mesh corresponding to the updated voxel data. The information processing system, based on collision determination between a determination mesh and a determination shape corresponding to a determination target, generates an in-game behavior according to a material of the determination mesh at a collision position. The information processing system renders a virtual space including the display mesh, based on a texture corresponding to the material of the display mesh.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . One or more non-transitory computer-readable medium having stored therein instructions that, when executed, cause one or more processors of an information processing apparatus to execute information processing comprising:
 generating a display mesh based on voxel data which is defined in a virtual space and in which at least a density and at least one material ID are set for each of a plurality of voxels,   wherein the density indicates a degree of occupation of a content in a space defined by the voxel and each of the at least one material ID indicates a type of a plurality of different types of content, at most a first number of material IDs are settable, and the first number is greater than 1 and   wherein the display mesh is based on the voxel data and is rendered based on a virtual camera, wherein vertex coordinates of the display mesh are determined based on at least the density included in the voxel data, and a material associated with the display mesh is determined based on at least a plurality of the material IDs included in the voxel data;   generating a voxel update range in the virtual space, based on game processing;   based on generation of the voxel update range, updating at least either of the density and the material ID, of the voxel data, for each of voxels corresponding to the voxel update range in the virtual space;   updating the display mesh in association with the updated voxel data;   generating, based on collision determination between a determination mesh and a determination shape corresponding to a determination target based on game processing, an in-game behavior based on a material of the determination mesh at a position of a collision,   wherein vertex coordinates of the determination mesh are based on at least the density included in the voxel data, wherein a material of the determination mesh is based on at least a plurality of the material IDs included in the voxel data; and   rendering the virtual space including the display mesh, based on the vertex coordinates of the display mesh and a texture corresponding to the material of the display mesh.   
     
     
         2 . The non-transitory computer-readable medium according to  claim 1 , wherein
 the material of the display mesh is determined by setting at most a second number of material IDs to each of a plurality of polygons included in the display mesh,   the second number is greater than 1,   the material of the determination mesh is determined by setting one material ID to each of a plurality of polygons included in the determination mesh, and   the information processing comprises:   based on material data that includes, for each of the types of the materials corresponding to the material IDs, at least rendering setting information that includes at least texture information set for the material, and property information indicating an in-game behavior set for the material, generating an in-game behavior based on the property information corresponding to the material ID that is set for a polygon for which a collision has been determined, among the polygons included in the determination mesh; and   based on the material data, performing rendering of the virtual space including the display mesh by performing, based on the rendering setting information corresponding to the material ID set for each of the polygons included in the display mesh, rendering of the polygon based on a texture mapping with one texture or a blend of a plurality of textures.   
     
     
         3 . The non-transitory computer-readable medium according to  claim 2 , wherein
 the information processing comprises:   based on the voxel data, generating and updating vertices of the display mesh based on setting a vertex at coordinates based on the densities and positions of a plurality of neighboring voxels, with respect to a portion in which a voxel having the density that is set to a value indicating existence and a voxel having the density that is set to a value indicating nonexistence are adjacent to each other;   based on the voxel data, calculating, for each vertex, a priority parameter for each of the material IDs included in the voxel data, of the plurality of neighboring voxels,   selecting, based on the priority parameters, at most a third number of material IDs having higher priorities;   determining the selected material IDs as material IDs of the vertex;   based on the voxel data, selecting, for each polygon, at most the second number of material IDs among the material IDs set for the vertices included in the polygon; and   determining the selected material IDs as the material IDs of the polygon, thereby generating and updating the material of the display mesh.   
     
     
         4 . The non-transitory computer-readable medium according to  claim 3 , wherein
 the information processing further comprises:   performing simplification to reduce the number of vertices on the vertices whose coordinates and material IDs have been determined based on the plurality of neighboring voxels, the simplification being performed by replacing a plurality of vertices with a new vertex whose coordinates and material ID are set based on the plurality of the vertices; and   generating the polygon based on the vertex after the simplification.   
     
     
         5 . The non-transitory computer-readable medium according to  claim 3 , wherein
 the information processing comprises calculating the priority parameters such that the material ID, which is set for a voxel having a higher density, has a higher priority, based on the densities of the plurality of neighboring voxels.   
     
     
         6 . The non-transitory computer-readable medium according to  claim 3 , wherein
 the information processing comprises calculating the priority parameters such that the material ID, which is set for a voxel closer to the vertex, has a higher priority, based on distances from reference positions of the plurality of neighboring voxels to the vertex.   
     
     
         7 . The non-transitory computer-readable medium according to  claim 3 , wherein
 in the voxel data, for each voxel, an in-voxel proportion indicating a proportion of the material indicated by the material ID in the voxel is further set, and   the information processing comprises calculating the priority parameters such that the material ID, which has a higher in-voxel proportion, has a higher priority, based on the in-voxel proportions of the plurality of neighboring voxels.   
     
     
         8 . The non-transitory computer-readable medium according to  claim 3 , wherein
 the information processing comprises generating and updating a material of the display mesh by,   based on the material IDs of all the vertices forming the polygon,
 when the number of the material IDs is equal to or less than the second number, setting the material IDs as material IDs of the polygon, and 
 when the number of the material IDs exceeds the second number, selecting the second number of material IDs having higher priorities, based on the priority parameters of the vertices, and determining the selected material IDs as material IDs of the polygon. 
   
     
     
         9 . The non-transitory computer-readable medium according to  claim 8 , wherein
 the information processing comprises:   based on the rendering setting information corresponding to each of the material IDs set for each of the polygons included in the display mesh, performing rendering of the polygon according to a mapping in which the plurality of textures are blended, at the position of each of the vertices, with a blending ratio according to the priority parameter of the vertex, and are blended, between the vertices, with an interpolated blending ratio obtained by interpolating the blending ratios at the vertices.   
     
     
         10 . The non-transitory computer-readable medium according to  claim 2 , wherein
 the information processing comprises:   based on the voxel data, determining vertices of the determination mesh based onsetting a vertex at coordinates based on the densities and positions of a plurality of neighboring voxels, with respect to a portion in which a voxel having the density that is set to a value indicating existence and a voxel having the density that is set to a value indicating nonexistence are adjacent to each other;   based on the voxel data, calculating, for each vertex, a priority parameter for each of the material IDs, included in the voxel data, of the plurality of neighboring voxels, selecting, based on the priority parameters, at most a fourth number of material IDs having higher priorities, and determining the selected material IDs as material IDs of the vertex; and   determining, as the material ID of the polygon, one material ID which is the greatest in number or has the highest priority based on the priority parameters, among the material IDs of the vertices forming the polygon, thereby determining a material of the determination mesh.   
     
     
         11 . An information processing system comprising:
 one or more processors that are configured to execute information processing comprising:
 generating a display mesh, based on voxel data which is defined in a virtual space and in which at least a density and a material ID are set for each of a plurality of voxels, 
 wherein the density indicates a degree of virtual occupation of a content in a space defined by the voxel, the material ID indicates a type of the content, and at most a first plural number of material IDs are settable, and 
 wherein the display mesh corresponds to the voxel data and is rendered based on a virtual camera, vertex coordinates of the display mesh are determined based on at least the density included in the voxel data, and a material of the display mesh is determined based on at least a plurality of the material IDs included in the voxel data; 
 generating a voxel update range in the virtual space, based on game processing; 
 according to generation of the voxel update range, updating at least either of the density and the material ID, of the voxel data, for each of voxels corresponding to the voxel update range in the virtual space; 
 updating the display mesh in association with the updated voxel data; 
 generating, based on collision determination between a determination mesh and a determination shape corresponding to a determination target based on game processing, an in-game behavior according to a material of the determination mesh at a position of a collision, 
 wherein the determination mesh is used for the collision determination in the virtual space, vertex coordinates of the determination mesh are determined based on at least the density included in the voxel data, a material of the determination mesh is determined based on at least a plurality of the material IDs included in the voxel data; and 
 rendering the virtual space including the display mesh, based on the vertex coordinates of the display mesh and a texture corresponding to the material of the display mesh. 
   
     
     
         12 . The information processing system according to  claim 11 , wherein
 the material of the display mesh is determined by setting at most a second plural number of material IDs to each of a plurality of polygons included in the display mesh,   the material of the determination mesh is determined by setting one material ID to each of a plurality of polygons included in the determination mesh, and   the information processing comprises:   based on material data including, for each of the types of the materials corresponding to the material IDs, at least rendering setting information that includes at least texture information set for the material, and property information indicating an in-game behavior set for the material, generating an in-game behavior based on the property information corresponding to the material ID that is set for a polygon for which a collision has been determined, among the polygons included in the determination mesh; and   based on the material data, performing rendering of the virtual space including the display mesh by performing, based on the rendering setting information corresponding to the material ID set for each of the polygons included in the display mesh, rendering of the polygon based on a texture mapping with one texture or a blend of a plurality of textures.   
     
     
         13 . The information processing system according to  claim 12 , wherein
 the information processing comprises:   based on the voxel data, generating and updating vertices of the display mesh according to a method of setting a vertex at coordinates based on the densities and positions of a plurality of neighboring voxels, with respect to a portion in which a voxel having the density that is set to a value indicating existence and a voxel having the density that is set to a value indicating nonexistence are adjacent to each other;   based on the voxel data, calculating, for each vertex, a priority parameter for each of the material IDs, included in the voxel data, of the plurality of neighboring voxels, selecting, based on the priority parameters, at most a third number of material IDs having higher priorities, and determining the selected material IDs as material IDs of the vertex; and   based on the voxel data, selecting, for each polygon, at most the second number of material IDs among the material IDs set for the vertices included in the polygon, and determining the selected material IDs as the material IDs of the polygon, thereby generating and updating the material of the display mesh.   
     
     
         14 . The information processing system according to  claim 13 , wherein
 the information processing further comprises:   performing simplification to reduce the number of vertices on the vertices whose coordinates and material IDs have been determined based on the plurality of neighboring voxels, the simplification being performed by replacing a plurality of vertices with a new vertex whose coordinates and material ID are set based on the plurality of the vertices; and   generating the polygon based on the vertex after the simplification.   
     
     
         15 . The information processing system according to  claim 13 , wherein
 the information processing comprises calculating the priority parameters such that the material ID, which is set for a voxel having a higher density, has a higher priority, based on the densities of the plurality of neighboring voxels.   
     
     
         16 . The information processing system according to  claim 13 , wherein
 the information processing comprises calculating the priority parameters such that the material ID, which is set for a voxel closer to the vertex, has a higher priority, based on distances from reference positions of the plurality of neighboring voxels to the vertex.   
     
     
         17 . The information processing system according to  claim 13 , wherein
 in the voxel data, for each voxel, an in-voxel proportion indicating a proportion of the material indicated by the material ID in the voxel is further set, and   the information processing comprises calculating the priority parameters such that the material ID, which has a higher in-voxel proportion, has a higher priority, based on the in-voxel proportions of the plurality of neighboring voxels.   
     
     
         18 . The information processing system according to  claim 13 , wherein
 the information processing comprises generating and updating a material of the display mesh by,   based on the material IDs of all the vertices forming the polygon,
 when the number of the material IDs is equal to or less than the second number, setting the material IDs as material IDs of the polygon, and 
 when the number of the material IDs exceeds the second number, selecting the second number of material IDs having higher priorities, based on the priority parameters of the vertices, and determining the selected material IDs as material IDs of the polygon. 
   
     
     
         19 . The information processing system according to  claim 18 , wherein
 the information processing comprises,   based on the rendering setting information corresponding to each of the material IDs set for each of the polygons included in the display mesh,   performing rendering of the polygon according to a mapping in which the plurality of textures are blended, at the position of each of the vertices, with a blending ratio according to the priority parameter of the vertex, and are blended, between the vertices, with an interpolated blending ratio obtained by interpolating the blending ratios at the vertices.   
     
     
         20 . The information processing system according to  claim 12 , wherein
 the information processing comprises:   based on the voxel data, determining vertices of the determination mesh, according to a method of setting a vertex at coordinates based on the densities and positions of a plurality of neighboring voxels, with respect to a portion in which a voxel having the density that is set to a value indicating existence and a voxel having the density that is set to a value indicating nonexistence are adjacent to each other;   based on the voxel data, calculating, for each vertex, a priority parameter for each of the material IDs, included in the voxel data, of the plurality of neighboring voxels, selecting, based on the priority parameters, at most a fourth number of material IDs having higher priorities, and determining the selected material IDs as material IDs of the vertex; and   determining, as the material ID of the polygon, one material ID which is the greatest in number or has the highest priority based on the priority parameters, among the material IDs of the vertices forming the polygon, thereby determining a material of the determination mesh.   
     
     
         21 . A game processing method performed on an information processing system, the game processing method comprising:
 generating a display mesh, based on voxel data which is defined in a virtual space and in which at least a density and a material ID are set for each of a plurality of voxels,   wherein the density indicates a degree of virtual occupation of a content in a space defined by the voxel, the material ID indicates a type of the content, and at most a first plural number of material IDs are settable, and   wherein the display mesh corresponds to the voxel data and is rendered based on a virtual camera, vertex coordinates of the display mesh are determined based on at least the density included in the voxel data, and a material of the display mesh is determined based on at least a plurality of the material IDs included in the voxel data;   generating a voxel update range in the virtual space, based on game processing;   according to generation of the voxel update range, updating at least either of the density and the material ID, of the voxel data, for each of voxels corresponding to the voxel update range in the virtual space;   updating the display mesh in association with the updated voxel data;   generating, based on collision determination between a determination mesh and a determination shape corresponding to a determination target based on game processing, an in-game behavior according to a material of the determination mesh at a position of a collision,   wherein the determination mesh is used for the collision determination in the virtual space, vertex coordinates of the determination mesh are determined based on at least the density included in the voxel data, a material of the determination mesh is determined based on at least a plurality of the material IDs included in the voxel data; and   rendering the virtual space including the display mesh, based on the vertex coordinates of the display mesh and a texture corresponding to the material of the display mesh.   
     
     
         22 . The game processing method according to  claim 21 , wherein
 the material of the display mesh is determined by setting at most a second plural number of material IDs to each of a plurality of polygons included in the display mesh,   the material of the determination mesh is determined by setting one material ID to each of a plurality of polygons included in the determination mesh, and   the method causes the information processing system to execute:   based on material data including, for each of the types of the materials corresponding to the material IDs, at least rendering setting information that includes at least texture information set for the material, and property information indicating an in-game behavior set for the material, generating an in-game behavior based on the property information corresponding to the material ID that is set for a polygon for which a collision has been determined, among the polygons included in the determination mesh; and   based on the material data, performing rendering of the virtual space including the display mesh by performing, based on the rendering setting information corresponding to the material ID set for each of the polygons included in the display mesh, rendering of the polygon based on a texture mapping with one texture or a blend of a plurality of textures.   
     
     
         23 . The game processing method according to  claim 22 , causing the information processing system to execute:
 based on the voxel data, generating and updating vertices of the display mesh according to a method of setting a vertex at coordinates based on the densities and positions of a plurality of neighboring voxels, with respect to a portion in which a voxel having the density that is set to a value indicating existence and a voxel having the density that is set to a value indicating nonexistence are adjacent to each other;   based on the voxel data, calculating, for each vertex, a priority parameter for each of the material IDs, included in the voxel data, of the plurality of neighboring voxels, selecting, based on the priority parameters, at most a third number of material IDs having higher priorities, and determining the selected material IDs as material IDs of the vertex; and   based on the voxel data, selecting, for each polygon, at most the second number of material IDs among the material IDs set for the vertices included in the polygon, and determining the selected material IDs as the material IDs of the polygon, thereby generating and updating the material of the display mesh.   
     
     
         24 . The game processing method according to  claim 23 , further causing the information processing system to execute:
 performing simplification to reduce the number of vertices on the vertices whose coordinates and material IDs have been determined based on the plurality of neighboring voxels, the simplification being performed by replacing a plurality of vertices with a new vertex whose coordinates and material ID are set based on the plurality of the vertices; and   generating the polygon based on the vertex after the simplification.   
     
     
         25 . The game processing method according to  claim 23 , causing the information processing system to execute calculating the priority parameters such that the material ID, which is set for a voxel having a higher density, has a higher priority, based on the densities of the plurality of neighboring voxels. 
     
     
         26 . The game processing method according to  claim 23 , causing the information processing system to execute calculating the priority parameters such that the material ID, which is set for a voxel closer to the vertex, has a higher priority, based on distances from reference positions of the plurality of neighboring voxels to the vertex. 
     
     
         27 . The game processing method according to  claim 23 , wherein
 in the voxel data, for each voxel, an in-voxel proportion indicating a proportion of the material indicated by the material ID in the voxel is further set, and   the method causes the information processing system to execute calculating the priority parameters such that the material ID, which has a higher in-voxel proportion, has a higher priority, based on the in-voxel proportions of the plurality of neighboring voxels.   
     
     
         28 . The game processing method according to  claim 23 , causing the information processing system to execute generating and updating a material of the display mesh by,
 based on the material IDs of all the vertices forming the polygon,
 when the number of the material IDs is equal to or less than the second number, setting the material IDs as material IDs of the polygon, and 
 when the number of the material IDs exceeds the second number, selecting the second number of material IDs having higher priorities, based on the priority parameters of the vertices, and determining the selected material IDs as material IDs of the polygon. 
   
     
     
         29 . The game processing method according to  claim 28 , causing the information processing system to execute,
 based on the rendering setting information corresponding to each of the material IDs set for each of the polygons included in the display mesh,   performing rendering of the polygon according to a mapping in which the plurality of textures are blended, at the position of each of the vertices, with a blending ratio according to the priority parameter of the vertex, and are blended, between the vertices, with an interpolated blending ratio obtained by interpolating the blending ratios at the vertices.   
     
     
         30 . The game processing method according to  claim 22 , causing the information processing system to execute:
 based on the voxel data, determining vertices of the determination mesh, according to a method of setting a vertex at coordinates based on the densities and positions of a plurality of neighboring voxels, with respect to a portion in which a voxel having the density that is set to a value indicating existence and a voxel having the density that is set to a value indicating nonexistence are adjacent to each other;   based on the voxel data, calculating, for each vertex, a priority parameter for each of the material IDs, included in the voxel data, of the plurality of neighboring voxels, selecting, based on the priority parameters, at most a fourth number of material IDs having higher priorities, and determining the selected material IDs as material IDs of the vertex; and   determining, as the material ID of the polygon, one material ID which is the greatest in number or has the highest priority based on the priority parameters, among the material IDs of the vertices forming the polygon, thereby determining a material of the determination mesh.

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